Request: Planetary Background Scenes
POV-Ray source code
Got the moons properly positioned behind the clouds. Moved the lights so the moons shadowed better. Added some ground fog. Changed the water to look more lava-like. I still would like some steam coming off the "lava". If anyone knows how to do that in pov-ray... feel free to play around I'm intentionally leaving these scenes blank in case we later decide to do buildings moo2-style. This way, the buildings can be "layered" over if needed... or well, whatever is required
nice
Yeah, good work, Terragen roks. I've used it to do groundmaps in 3dsmax, you can export heightmap as bmp with plugin and then using it as displacement map. Only thing it cant do are the organical stuff, plants, trees etc. And it's very easy to use
And welcome to FreeOrion and Graphics Team from my side =)
And welcome to FreeOrion and Graphics Team from my side =)
Difference between a man and a gentleman is that a man does what he wants, a gentleman does what he should. - Albert Camus
thx, but it is'nt that hard to render such nice images, thanks to terragen Well, yes, real 3d-objects are still far away... but they are/will working/work on those things:
October/November 2003
- Begin to add features from Terragen Mac (realtime 3D preview, mainly) to the Windows version. Details: http://www.planetside.co.uk/terragen/fu ... #3dpreview [multi-layer, multi-layer... *drools*]
August 2003 to middle of 2004
- General object and vegetation rendering via 3D models, 2D cards/billboards (autogenerated if necessary), and particles. Detail
- Plant/object population (distribution) tools based loosely on existing surface map system, but with built in texture map support (distribution maps) and control over individual object placement. Detail
- Rocks, stones, pebbles and fields of same. Detail
October/November 2003
- Begin to add features from Terragen Mac (realtime 3D preview, mainly) to the Windows version. Details: http://www.planetside.co.uk/terragen/fu ... #3dpreview [multi-layer, multi-layer... *drools*]
August 2003 to middle of 2004
- General object and vegetation rendering via 3D models, 2D cards/billboards (autogenerated if necessary), and particles. Detail
- Plant/object population (distribution) tools based loosely on existing surface map system, but with built in texture map support (distribution maps) and control over individual object placement. Detail
- Rocks, stones, pebbles and fields of same. Detail
zaba zaba zud zud
-
- Space Kraken
- Posts: 125
- Joined: Fri Aug 22, 2003 4:02 pm
- Location: Here.
- The Silent One
- Graphics
- Posts: 1129
- Joined: Tue Jul 01, 2003 8:27 pm
Excellent stuff Odi , this is just what I hoped would happen. Something about terragen worlds thats very interesting.
iamrobk
Your thinking along the same lines as me. I suppose I should post this in brainstorming,but as you guys here are the ones it would effect......well here goes.
Imagine a galaxy where every planet is individual in apperance(as far as is possible)
1. you start a new game -medium galaxy
2. game engine counts 100 planets
3. game looks in the game directory 'Planets' and sees hmmm say - 14 folders
4. these folders contain the 8 or so images needed to represent the different stages of terraforming
5. game then assigns each of the 100 worlds a number 1 thru 14.
6. Go explore the galaxy.
Download or produce more Terraforming Sequence pictures and install them to the Planet folder in their own individually named directory.
The more you have the less likely youll run into it twice as iamrobk said.
Naming your picts like this might help the game keep track of whats assigned to what.
Barren-MyWorld
Ocean-MyWorld
Irradiated-MyWorld etc etc
all this is just suposition and a suggestion for mui, aquatine and the other devs to consider.
But if they go with it or something similar, well theres alot of planets out there so keep them Sequences coming. There'll be a need for quantity as well as quality.
And practice make perfect.
Means the game size would be kept down too, as it would need only a few default seqences to get you started. Make and share the rest.
iamrobk
Your thinking along the same lines as me. I suppose I should post this in brainstorming,but as you guys here are the ones it would effect......well here goes.
Imagine a galaxy where every planet is individual in apperance(as far as is possible)
1. you start a new game -medium galaxy
2. game engine counts 100 planets
3. game looks in the game directory 'Planets' and sees hmmm say - 14 folders
4. these folders contain the 8 or so images needed to represent the different stages of terraforming
5. game then assigns each of the 100 worlds a number 1 thru 14.
6. Go explore the galaxy.
Download or produce more Terraforming Sequence pictures and install them to the Planet folder in their own individually named directory.
The more you have the less likely youll run into it twice as iamrobk said.
Naming your picts like this might help the game keep track of whats assigned to what.
Barren-MyWorld
Ocean-MyWorld
Irradiated-MyWorld etc etc
all this is just suposition and a suggestion for mui, aquatine and the other devs to consider.
But if they go with it or something similar, well theres alot of planets out there so keep them Sequences coming. There'll be a need for quantity as well as quality.
And practice make perfect.
Means the game size would be kept down too, as it would need only a few default seqences to get you started. Make and share the rest.